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Author Topic: Balance issues  (Read 15513 times)

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August 29, 2010, 10:43:26 PMReply #20

LucianoStarKiller

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Re: Balance issues
« Reply #20 on: August 29, 2010, 10:43:26 PM »
fair enough

August 29, 2010, 11:06:40 PMReply #21

Offline Enceladus

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Re: Balance issues
« Reply #21 on: August 29, 2010, 11:06:40 PM »
Post edited, most of that was directed at Lucinator. Sorry for any confusion.  :o I got a couple of usernames mixed up there.  =D
« Last Edit: August 29, 2010, 11:09:55 PM by Enceladus »


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August 30, 2010, 01:47:32 AMReply #22

Offline Corey

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Re: Balance issues
« Reply #22 on: August 30, 2010, 01:47:32 AM »
I'm going stay out of this, and return to the subject this topic was started for.
1.  The ISD octuple turbolaser cannons are way too underpowered.  When a turbolaser hits your ship, you know it.  When Eight heavies hit it at the same time, you don't feel it; your dead.

They are more or less proportional to the rest of the turbolasers.
The damage values in the beta are as follows:
Single:    5
Double:  10
Quad:    20
Octuple: 35

Quote
- land-based Turbolaser Turrets seems overpowered; I know they can be overwhelmed but AI is too stupid to attack en masse.
This is something I've had a problem with for a while but just haven't gotten around to changing. It's fixed now though.
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August 30, 2010, 03:00:55 PMReply #23

Offline capshades

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Re: Balance issues
« Reply #23 on: August 30, 2010, 03:00:55 PM »

O.K.  I would suggest making the Octuple damage value 40, since 8 guns times 5 damage is 40.  However, your mod, your rules.

August 31, 2010, 04:50:04 AMReply #24

Offline Lucinator

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Re: Balance issues
« Reply #24 on: August 31, 2010, 04:50:04 AM »
shouldn't Knight Hammer have cloaking?

August 31, 2010, 07:53:09 PMReply #25

Offline Watwar5

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Re: Balance issues
« Reply #25 on: August 31, 2010, 07:53:09 PM »
I was recently playing Operation Shadow Hand, and noticed that the Super laser is completely useless if you actually want a challenge, since it can destroy literally anything bigger than a corvette. Is it possible to limit it to say, 1-4 seconds, so that it would take out frigates and some capital ships, but not kill a SSD or a space station in one shot?

August 31, 2010, 08:38:46 PMReply #26

Offline Kalo

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Re: Balance issues
« Reply #26 on: August 31, 2010, 08:38:46 PM »
No, the most you can do is make it use <Applicable_Units> as I recall. SSDs should not be able to be targeted if I recall as well.

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August 31, 2010, 09:04:09 PMReply #27

Offline Dane Kiet

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Re: Balance issues
« Reply #27 on: August 31, 2010, 09:04:09 PM »
If you want a challenge, play the other side in that campaign  =D
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September 01, 2010, 06:13:04 PMReply #28

Offline Watwar5

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Re: Balance issues
« Reply #28 on: September 01, 2010, 06:13:04 PM »
The Sacheen costs 1850 credits and carries 2 K-wing squadrons. K-wings cost 850 credits each, totaling to 1700 credits, almost as much as a Sacheen. 1 squadron perhaps?
EDIT: The above is in skirmish mode. Also,
In my opinion, the Lancers have to much health. It takes way to long for a capital ship to destroy one.
Nevermind...
« Last Edit: September 03, 2010, 06:39:39 PM by Watwar5 »

September 05, 2010, 10:33:16 AMReply #29

Offline jlc9572

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Re: Balance issues
« Reply #29 on: September 05, 2010, 10:33:16 AM »
I have been philosophizing about Art of War from the Remnant perspective. It seems difficult for them to enjoy the interesting era progression enjoyed by the Republic when a leader is assassinated, as there in no way for them to evolve/devolve. It seems as if most players would play it through in the Isard Era, unless by some grave miscalculation or intentional suicide mission, Ysanne dies. I was kicking around the idea of how a goal-oriented campaign might drive the storyline better for the Imperials perhaps, maybe even time sensitive missions, or perhaps certain timeline checkpoints that occur naturally at set dates. For instance, if Ysanne is not defeated by day X, Reborn Palpatine appears with X fleet on X planet, and the timeline progresses. alternatively, maybe bringing back research centers to increase unit options, while losing leaders (esp after palpatine) loses/changes the option set. I was wondering if anyone had any thoughts on this?

September 05, 2010, 10:51:00 AMReply #30

Offline Zeron

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Re: Balance issues
« Reply #30 on: September 05, 2010, 10:51:00 AM »
Well the point is that you really don't want to progress eras as the Imperial Remnant. So you are forced to protect your leaders. But your leaders are usually the most powerful units you have. So by protecting your leader zealously, you are taking away your most powerful unit. So it's a trade off, and one I think works quite well.

September 05, 2010, 12:39:25 PMReply #31

Offline jlc9572

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Re: Balance issues
« Reply #31 on: September 05, 2010, 12:39:25 PM »
i appreciate your point, but the main reason i raise the question is because the empire develops some interesting units, like the Tank Droid and Sovereign SSDs, that would otherwise be unavailable to the Remnant unless the leader is lost, but make things more interesting. Perhaps the re-institution of research labs might offer this dynamic much more easily than re-inventing the wheel, which is a very good wheel at that.

September 05, 2010, 10:30:03 PMReply #32

Offline Zeron

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Re: Balance issues
« Reply #32 on: September 05, 2010, 10:30:03 PM »
Then you can always just play the Palpatine GC, you don't have to play the Art of War GCs. The point of the Art of War GCs is that they are supposed to represent a realistic progression of the types of units available to each faction as time progresses. If you want to play as Palpatine in the Art of War GC, then just send off Isard and Thrawn to die. But the system is available for those who want to have a natural progression of eras.

September 06, 2010, 11:37:39 AMReply #33

Offline jlc9572

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Re: Balance issues
« Reply #33 on: September 06, 2010, 11:37:39 AM »
fair enough!

September 12, 2010, 03:19:11 PMReply #34

Offline Watwar5

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Re: Balance issues
« Reply #34 on: September 12, 2010, 03:19:11 PM »
I have rethought my opinion of lancers not being overpowered (Or maybe the AI arent hard/smart enough.)
Regardless, I should not be able to do this on hard with 2 lancers and no space station.
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September 12, 2010, 05:01:40 PMReply #35

Offline Znieh

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Re: Balance issues
« Reply #35 on: September 12, 2010, 05:01:40 PM »
Only problem I see with Lancers is that they are to fast. ISDs are supposed to be faster than them.
Having an entire squadron of Lego TIE fighters is either really nerdy or really awesome, I'm just not sure which.

September 17, 2010, 08:27:25 PMReply #36

Offline Lucinator

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Re: Balance issues
« Reply #36 on: September 17, 2010, 08:27:25 PM »
Only problem I see with Lancers is that they are to fast. ISDs are supposed to be faster than them.

mabey their cost should go up

October 15, 2010, 09:20:32 PMReply #37

Offline Lucinator

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Re: Balance issues
« Reply #37 on: October 15, 2010, 09:20:32 PM »
Is it just me or are the Republic SD's more powerful than the nebula's?

November 12, 2010, 01:21:12 AMReply #38

Offline Wakka

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Re: Balance issues
« Reply #38 on: November 12, 2010, 01:21:12 AM »
Even though I hate it, I got around and played some Skirmish space maps. Suffice it to say, I have a few things that I at least want to bring to people's attention.

God tier: New Republic: Talon Karrde/Mining Station/Tech 2/Millennium Falcon = nigh-unbeatable rush.

Let me explain. Talon Kaarde's speed, firepower, and hit points make him un-counter able when it comes to blowing up mining stations. He can't deal with anything else (accuracy), but crippling the oppositions' income with impunity is a game winner. The Millennium Falcon...gods above this thing goes through fighters like a scythe through wheat. We're talking ending a Tie Interceptor squadron with two volleys. Once this thing is on the field, only an incredibly overwhelming number of fighters is going to be able to overcome a well-played Falcon.

Given that nothing other than fighters and heroes are buildable for Skirmish, well, that's about all of the firepower available from the other side countered. Hero squadrons? Ha. They get killed just as easily. The cheap mid-game Dreadnaught allows the New Republic to crush any well-protected Mining Stations that the Karrdes were unable to kill, rendering the opposition pretty much helpless.

I suggest nerfing their Skirmish fighters, or doing something about the nasty combination they have.

Second tier: Empire of the Hand. Aside from a couple things, fairly well balanced. Their own anti-fighter ship, the Hand of Judgment, dies against the Falcon mainly because the Falcon's guns are instant hit, and the Judgment's are not. The lack of vessels above the Hand of Judgment's class until Tech 3 is nicely balanced by how horrifically deadly the Scythe bombers are. They can actually last a while before being worn down by the Alliance's group.

The Judgment is a nice counter against enemy hero squadrons, allowing the good Hand bombers to do their thing, but simply isn't enough to deal with the Republic, not to mention that the AI doesn't actually build the blasted thing. Also: Is it supposed to be both that fast, and have that slowly regenerating shields?

Dead last: Imperial. Remnant. Good god where do I start? Their fighters suck. Regular TIEs are entirely useless, and Interceptors are only slightly better. In the Galactic Conquest mode this is compensated via overwhelming numbers and reasonable anti-fighter frigates, but Skirmish has neither of these factors. Given the emphasis on fighter operations, well, yeah. A second nerfing factor is that their second-tier SD dies permanently, no respawn, unlike literally every other hero in the Skirmish mode. Without respawn-capable capital firepower, they have nothing to defend against the mid-tier Dread of the Republic, or the late-tier Phalanx that the Hand has, ignoring the complete lack of early game.

Niles Ferrier is worthless. He doesn't have the anti-fighter guns to destroy a squadron, or the concussion missile numbers to kill a mining station. Or anything else for that matter. The fighter aces are just enough to bring the fighter level from completely abysmal to merely horrible, but are too expensive to really make a difference.

The second tier SD would counter the Dreadnaught and force people to make a concentrated fighter push against it, but since the Empire winds up losing nearly all its fighters and mining stations by the time this thing is available, it dies to everyone else's fighters

Tier three is never gotten to. Without cheats.


AI Issues: As mentioned above, it doesn't build the Hand of Judgement. Also, it doesn't have as much of an emphasis on constructing mining stations as it should, delaying the New Republic AI's inevitable win, and simply causing the others to fall flat after the first rush.

Hope this helps.

EDIT: I was playing on "Hard". If the other difficulties are different, I apologize for the trouble.
« Last Edit: November 12, 2010, 01:27:56 AM by Wakka »

November 12, 2010, 04:22:20 AMReply #39

Offline Scarecrow63

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Re: Balance issues
« Reply #39 on: November 12, 2010, 04:22:20 AM »
On which map did you play skirmish mode on?  I'm assuming you played on a map not made for the mod.  If thats the case you probably didn't have any shipyards available to construct units.  All the faction's units are available in skirmish mode but in order to construct them you will need to play with shipyards available.
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